Esports: Creating New Sports from Online Gaming
The notion that innovation is tied to creative destruction is embedded in the psyche of innovators and entrepreneurs, which is why individuals and companies instinctively focus on disruption in pursuit of innovation and growth. But is disruption the only way to innovate and create new markets? And is it the best way? This case explores the other side of market-creating innovation, what Chan Kim and Ren e Mauborgne call "nondisruptive creation". It happens when you innovate and create new markets where there once wasn't anything, so there's no displacement. Emerging from online gaming, esports is a new sporting experience where spectators watch professional athletes compete playing video games. Since esports is an entirely new industry, it does not disrupt an existing market. The case illustrates the evolution of esports from a game for individual players to a spectator sport, creating an entirely new market space where both incumbents and new entrants find new business opportunities, as well as the social and economic impact of nondisruptive creation by examining the externalities of esports on various industries and communities.
【書誌情報】
ページ数:10ページ
サイズ:A4
商品番号:HBSP-IN1701
発行日:2021/1/14
登録日:2021/7/12